Sharner Kobold Sharner Kobold

 

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Hunter
  Medium-Size Outsider (Native)
Hit Dice: 21d8+210 (336 hp)
Initiative: +22 (+14 Dex, +8 Superior Initiative)
Speed: 90 ft.
AC: 35 (+14 Dex, +11 insight)
Base Attack/Grapple: +21/+31
Attack: +6 brilliant energy twohanded sword +41 (2d6+20/17-20) melee
Full Attack: +6 brilliant energy twohanded sword +41/+36/+31/+26 (2d6+20/17-20) melee
Space/Reach: 5 ft./5 ft.
Special Attacks: Hunter weapons, sneak attack +11d6
Special Qualities: Alacrity, blindsight 60 ft., evasion, quiescence, natural invisibility, spell-like abilities, SR 32, DR 10/epic
Saves: Fort +22, Ref +27, Will +20
Abilities: Str 30, Dex 38, Con 30, Int 22, Wis 26, Cha 22
Skills: Bluff +33, Climb +34, Hide +41, Intimidate +33, Jump +34, Listen +30, Move Silently +60, Spot +30, Survival +30, Tumble +41
Feats: Dodge, Improved Initiative, Improved Critical (twohanded sword), Mobility, Spring Attack, Track, Weapon Finesse
Epic Feats: Superior Initiative
Climate/Terrain: Any
Organization: Solitary
Challenge Rating: 20
Treasure: None
Alignment: Usually lawful evil
Advancement: 21+ HD (Medium-size)

Hunter’s are completely invisible. When made visible, they look like ordinary humanoids without gender or facial features. They have great eyes without pupils, two small openings instead of ears at the side of the head and a vertical slit, which functions as a mouth.

A hunter’s natural weapons are treated as epic for the purpose of overcoming damage reduction.

Combat

  • Alacrity (Su): Once per round, the hunter may take an extra standard action (either before or after its other actions in the round).
  • Hunter Weapons (Su): Each hunter carries a personal melee weapon that he or she manifests from his or her own life essence. The weapon can change form, typically appearing as a twohanded sword. When not in combat, the weapons simply do not exist, but hunters can “draw” their weapons from nowhere as a free action. Hunter weapons are considered light weapons for a hunter, regardless of their size.
  • Natural Invisibility (Su): This ability is constant, allowing a hunter to remain invisible even when attacking. This ability is inherent and not subject to the invisibility purge spell.
  • Quiescence (Su): A hunter is constantly silent, as per the silence spell, although the area does not extend beyond the creature itself. This quality gives it a +20 racial bonus on Move Silently checks (it is still possible for a hunter to create noise, such as by bumping into something that scrapes on the floor or by sounding a chime). The hunter can lower this effect at will.
  • Sneak Attack (Ex): A hunter is able to sneak attack as a 20th-level rogue, dealing 11d6 extra Damage.
  • Spell-Like Abilities: At will—etereal jaunt; 3/day— true strike. Caster level 20th; save DC 20 + spell level. The DC is Charisma-based.

© André Himstedt